Jump to content

Thalahssalyst

PC Member
  • Posts

    1,222
  • Joined

  • Last visited

Posts posted by Thalahssalyst

  1. There is alot more... But in terms of nerf... Melee were very affected compared to all updates and nerf on guns...

     

    • Slide attacks in PvP will now only use the base damage of the melee weapon wielded. Previously, slide attacks used a damage multiplier; this was shifting the balance in a negative direction.
    • Quick Melee will no longer do full damage on last hit in PvP, slightly reducing the amount of damage dual weapons deal.
    • Reduced Bo Prime’s damage to be closer to the other Bo weapons.
    • Reduced the radius of knockdown effects from slide attacks in PvP.
    • Increased Stamina consumption when blocking with all Bo weapons in PvP.
    • Reduced the damage of all Bo weapons in PvP.
    • Increased the Energy cost of channeled melee hits from 5 to 10.
    • Reduced the damage of the Dex Dakra in PvP.
    • Melee weapons no longer get a headshot bonus in PvP.
    • Reduced damage and range of Excalibur’s Slash Dash in PvP. (And they want more :3) 
  2.  

    I find it rather unfair that this is DE's vision for PvP when they keep nerfing guns and bows that took skill to use, all the while leaving melee almost intact...

    This is a joke right?

  3. Like that matters,  all they need is one stagger to kill you.  With relentless assault they barely even need that now.

    Nono, there is not excuse anymore with melee weapons.

  4. These threads need a come back.  Kogake now stuns on E spam and is one of the cheesiest things in the game.

    There is a mod from teshin, 8 seconds inmunity on knockdowns and straggers...

  5. I could says the same. It was possible to mod slow melee weapons to acceptable coptering capabilities. People who want go fast still go fast with other methods. Your argument is invalid. Not being able to control coptering was your lack of skill.

    No, just putting a Corrupted melee mod on, and Fury, still cant be acceptable...

    You was still forced to equip X melee to be fast, that was not supposed to be.

     

    Lack on skill on coptering? HAHHA ye, nice joke, coptering never was skillfull, compare this "skill" to control the parkour to fly with your melee...

    Yes people its going to find other fast way to play, but not forcing to use X melee....

     

  6. All of this unnecesary points...

    More control Less Speed... Its better than slap the face in the wall until your imaginary momentum dissapear...

    You have mods to do fast parkour...

    Coptering needed Skill? HAHAHAHAHAHA...

    People still dont take his time to master the parkour and complain..

    You can connect long walls with wall dash and still on control where you want to go...
    Compromising the warframe its better than be forced on choose a X melee to be fast, if dont, enjoy the dust of your team on most of tilesets because you dont want to copter...
    You wanted to run fast? Put rush, or no better, foce all the players to use Typedo o Zoren to be fast and ignore everything on the way.

    I like how most of the people just ignore the issue with old system, and claim that coptering needed Skills!!!! I cant believe it!

     

     

    LOOK! at the first 5 seconds you slap the face on a wall LOL! how the h#$% it its better than the control we have now on movement?
    You talk about speed? Manage the warframe, that is how it needs to be... No force the people to play with melee than dont like...
    What i see on that video?
    You complain because the missions now take 2 more minutes longer than before to do... LOL!
     

  7. You are wrong...
    Melee playstyle its always better... Weapons like typedo are still viable, and others without the old mobility potential now have their uses...

    I use Dragon Nikana and Glaive prime for everything, Obex Kogake... Not everything its focused on guns and the most op (damage i mean) melee weapons, You have combos with melee, damage scale...

    With energy or without melee its amazing (need a buff on damage to make it viable, a lvl 10 Pressure point maybe? But still are viable).

  8. You like ur intensify/Streamline/Natural Talent, too bad, you have to give them up at install a mod that gives slight benefits to parkour, to compensate the loss of speed and control you previously had with coptering. And in case u want to use "utility" slot, u will have to give up on diversity/freedom of ur builds for frames and forma at least twice to get the mod installed, assuming u can even spare it without breaking other builds. Fantastic solution, please give me more of those "utility" slots. 

     

     

    Same design decisions as Augments, Vectis prime "buff" and others and the worst thing is, since DE invested heavily into this new "rework of movement", i have very little hope that we will get anywhere near close previous speed without significantly sacrificing our builds or possible diversity, turning even more frames into 3333333333, 111111111111111111 or a one, one and a half build "role fillers". 

    So you are telling me, the simple fact, on where you have to manage your mods, to move fast, its bad?

    You have to manage before your melee weapon to copter, or choose a melee because it copter well, and put a fury mod to copter better...

    For moving fast with warframe, you have to put a rush mod, is that bad?

    So, you have problems because now the mission takes 2 more minutes than before with coptering?

  9. New Mods


     


    The following Mods are Transmutable and will also appear in purchased booster packs (with exception to Depleted Reload, which is a Corrupted Mod):


     


    Adhesive Blast: Launched grenades now stick to the first surface it makes contact with.


    Covert Lethality: Melee attacks from stealth are always lethal (Daggers only).


    Seismic Wave:  Increases the range of ground slam damage by 50/100/150/200%.


    Concealed Explosives:  Thrown blades have a 50/60/70% chance to explode on impact.


    Combustion Beam:  Enemies killed by beam weapons explode for 50/100/150/200/250/300 damage shortly after death.


    Depleted Reload: Increases reload speed, decreases magazine capacity.


    Mobilize:  Increases parkour Velocity, Aim Glide and Wall Latch time.


    Firewalker: Increases parkour Velocity, Aim Glide and Wall Latch time. Landing on enemies procs Heat damage.


    Lightning Dash:  Increases parkour Velocity, Aim Glide and Wall Latch time.  Landing on enemies procs Electric damage.


    Ice Spring:  Increases parkour Velocity, Aim Glide and Wall Latch time.  Landing on enemies procs Cold damage.


    Toxic Flight:  Increases parkour Velocity, Aim Glide and Wall Latch time.  Landing on enemies procs Toxin damage.


    Battering Maneuver:  Increases parkour Velocity, Aim Glide and Wall Latch time.  Landing on enemies procs Impact damage.


    Rending Turn:  Increases parkour Velocity, Aim Glide and Wall Latch time.  Landing on enemies procs Slash damage.


    Piercing Step:  Increases parkour Velocity, Aim Glide and Wall Latch time.  Landing on enemies procs Puncture damage.


    Patagium:  Adds +15% Aim Glide / Wall Latch duration.


×
×
  • Create New...